Adventure Song: The Dual Class Track
Sep. 30th, 2014 11:12 amI went back and forth on this many times during the design process. The appeal of the idea is pretty strong for me, and the advantages in regard to my general design goals (deep character customization both during character creation and advancement) are pretty clear, but I also worried about adding another layer of complexity to the game with even the simplest characters having too many special abilities from the get-go and giving players analysis paralysis by giving them too many options, and I was also concerned that I was simply recreating A Wilder World in a different format.
However, in the end, I decided the pros outweighed the cons. Adventure Song uses a dual or hybrid class system.
By this I mean that you select two character classes at level one. Unlike 3E/5E, where your character's overall level is the same as the sum of all your individual class levels, in Adventure Song, you'll have twice as many class levels as character levels.
The logic behind this comes from the idea of having each character class being a fairly pure core idea or high concept behind it. Fighters fight well, archers are the masters of ranged combat, rangers have the most acute senses. To make a classic D&D ranger, you'd combine ranger with archer and/or fighter.
I've gone back and forth on this, as I said. The thing that convinced me to go with it was the realization that the game was actually more complicated without it. Without it, the ranger would either be incomplete as a class, or would have to imperfectly duplicate some of what the archer or fighter did. In order to make the ranger's combat abilities not redundant with the archer or fighter, I'd have to leave holes in what should be some of the broadest, most generalized character concepts. And it would be impossible to make a character with the ranger's sensory and survival abilities without also having the tacked-on fighting abilities.
I also found myself creating three to five branching sub-classes for each character class, so you could tailor your ranger more towards ranged or melee combat, or tailor your cleric more towards being a holy warrior or a healer or a divine spellcaster, and so on. This coupled with a series of "meta class" choices (special abilities you gain based on your overall level, rather than your level in a particular class) was making the game rather crowded with moving pieces.
On the other hand, building the game around the assumption that even "single class" characters will actually choose and advance in two classes side-by-side lets me simplify, lets me strip out all extraneous abilities and skills from each class to focus more on the core concept. I don't need to build branching sub-classes in. I don't need to define the equivalent of feats that let you dip into classes without losing ground with your core class.
The difference between this and AWW's hybrid mash-up system is that Adventure Song is built around the idea that characters can fairly fluidly train into other classes. The ability to dip into other classes, even on a limited basis, simply eliminates a lot of the need for other character options that would occupy entirely new design spaces. If you can just take a level of wizard to get a useful beginner's level of magic, that's all it takes. If you can just take a level of fighter to give your character some credibility as a fighter, that's all it takes. There doesn't need to be a special build of cleric or ranger to add melee fighting to them. There doesn't need to be a special build of ranger to add druid magic.
There are some brakes on acquiring new classes, compared to 3E's almost totally at will multiclassing.
First, since each character level is equal to a new level in two different classes, you can't change both classes at once. That is, if you're a level 1 character who is dragonblood 1/sorcerer 1, you can't become dragonblood 1/sorcerer 1/ranger 1/rogue 1 at level 2. You'd have to advance either dragonblood or sorcerer.
Second, there's a limit to how often and how many times you can take a new class. Currently, I have a "first one is free" approach, but each subsequent new class takes the place of a later character advancement option, essentially being the equivalent of a 5E feat. This is to add an opportunity cost to balance out the static upfront benefits of being a member of a new class, because otherwise if your main class is wizard the dual track means that you could literally take a level of everything else without impeding your development as an arcane spellcaster.
There's also some resource-splitting. The number of limited use powers you gain is pegged to your character level, for instance. Each time you're slated to get one, you can pick one from any character class you belong to with the limit that you can't have more of them than you have levels in that class. So a character who jumps between classes often won't pick up any more turn undead/sneak attack/mighty blow type abilities than a character who doesn't.
And then there's the concept of edges. Edges represent the advantage that high experience characters have over low experience ones. Each time you reach a level where a new edge is gained, you have to make a choice between warrior, mystic, or expert edge. A warrior edge gives your skilled weapon attacks another die of damage. A mystic edge increases your magical power capacity. An expert edge increases your skill checks. Some class features also improve based on the number of edges you have of the right type. Because you have to choose which area to advance in, a character who is split among different character concepts will either lag behind a more dedicated one or can choose their character's focus.
For instance, a character who stays Archer/Ranger throughout their career will be more archer if they pick warrior edge every time and more ranger if they pick expert edge every time.
I've currently got six of D&D's recent core classes drafted as character class pairs:
Fighter: Fighter (frontline combat) and Veteran (survivability and generic adventuring skills)
Rogue: Rogue (sly combat trickster) and Thief (infiltration and criminal skills)
Ranger: Archer (ranged combat) and Ranger (superior senses and survival/exploration skills)
Cleric: Cleric (celestial channeling spells/servant of the gods) and Healer (supernatural healing powers)
Wizard: Wizard (arcane channeling spells) and Mystic Scholar (spell repertoire tied to a book)
Sorcerer: Sorcerer (innate arcane spells) and Dragonblood (physical and mystical power born of draconic heritage or empowerment)
Note that some of the character classes have either a more specific schtick or a dual-headed one. Expert classes (veteran, thief, ranger) are particularly likely to have a dual focus, because they tend to have an "adventure-portable specialty" and a "professional" one. The fact that a ranger can find their way across a trackless wilderness while feeding their allies and hiding all signs of their passage is an important part of what a ranger is, but it's not something that helps in the dismal dungeons of dank despair the way that spotting traps and noticing ambushes does.
While the classes above are designed to be paired together to replicate D&D classes, they can be used together in any combination. You can make a cleric/fighter to make more of the classic warrior priest. You can combine fighter and rogue to make more of a brute force rogue. You can make a fighter/thief to make a criminal who dispenses with subtlety in combat. You can combine mystic scholar and cleric (the mystic scholar's abilities aren't defined around one type of magic) to be a cleric with a wider repertoire of spells). You can combine ranger with rogue or fighter to make a ranger with a different fighting style than long-ranged combat. You can combine dragonblood and fighter to make a character who channels their draconic potential towards more physical ends. You can combine mystic scholar and ranger to make a cerebral character who operates on intellect and observation, or thief and ranger to make a detective.
The manual also explicitly points out that you can combine "veteran" with anything if you don't want to add a second set of complicated abilities or dilute your character concept beyond "adventuring ____________".
These twelve classes are meant to stand as a proof of concept and baseline testing version, but think about the combinations possible when the other recent and traditional D&D core classes are added in with their own combos. And then other specialties and sub-classes represented as a character class (Alchemist, Necromancer, et cetera), and more "generics" like veteran.
While it came at it from a different direction, the final result is looking to be something very much like a hybrid between A Wilder World and Dungeons & Dragons.
However, in the end, I decided the pros outweighed the cons. Adventure Song uses a dual or hybrid class system.
By this I mean that you select two character classes at level one. Unlike 3E/5E, where your character's overall level is the same as the sum of all your individual class levels, in Adventure Song, you'll have twice as many class levels as character levels.
The logic behind this comes from the idea of having each character class being a fairly pure core idea or high concept behind it. Fighters fight well, archers are the masters of ranged combat, rangers have the most acute senses. To make a classic D&D ranger, you'd combine ranger with archer and/or fighter.
I've gone back and forth on this, as I said. The thing that convinced me to go with it was the realization that the game was actually more complicated without it. Without it, the ranger would either be incomplete as a class, or would have to imperfectly duplicate some of what the archer or fighter did. In order to make the ranger's combat abilities not redundant with the archer or fighter, I'd have to leave holes in what should be some of the broadest, most generalized character concepts. And it would be impossible to make a character with the ranger's sensory and survival abilities without also having the tacked-on fighting abilities.
I also found myself creating three to five branching sub-classes for each character class, so you could tailor your ranger more towards ranged or melee combat, or tailor your cleric more towards being a holy warrior or a healer or a divine spellcaster, and so on. This coupled with a series of "meta class" choices (special abilities you gain based on your overall level, rather than your level in a particular class) was making the game rather crowded with moving pieces.
On the other hand, building the game around the assumption that even "single class" characters will actually choose and advance in two classes side-by-side lets me simplify, lets me strip out all extraneous abilities and skills from each class to focus more on the core concept. I don't need to build branching sub-classes in. I don't need to define the equivalent of feats that let you dip into classes without losing ground with your core class.
The difference between this and AWW's hybrid mash-up system is that Adventure Song is built around the idea that characters can fairly fluidly train into other classes. The ability to dip into other classes, even on a limited basis, simply eliminates a lot of the need for other character options that would occupy entirely new design spaces. If you can just take a level of wizard to get a useful beginner's level of magic, that's all it takes. If you can just take a level of fighter to give your character some credibility as a fighter, that's all it takes. There doesn't need to be a special build of cleric or ranger to add melee fighting to them. There doesn't need to be a special build of ranger to add druid magic.
There are some brakes on acquiring new classes, compared to 3E's almost totally at will multiclassing.
First, since each character level is equal to a new level in two different classes, you can't change both classes at once. That is, if you're a level 1 character who is dragonblood 1/sorcerer 1, you can't become dragonblood 1/sorcerer 1/ranger 1/rogue 1 at level 2. You'd have to advance either dragonblood or sorcerer.
Second, there's a limit to how often and how many times you can take a new class. Currently, I have a "first one is free" approach, but each subsequent new class takes the place of a later character advancement option, essentially being the equivalent of a 5E feat. This is to add an opportunity cost to balance out the static upfront benefits of being a member of a new class, because otherwise if your main class is wizard the dual track means that you could literally take a level of everything else without impeding your development as an arcane spellcaster.
There's also some resource-splitting. The number of limited use powers you gain is pegged to your character level, for instance. Each time you're slated to get one, you can pick one from any character class you belong to with the limit that you can't have more of them than you have levels in that class. So a character who jumps between classes often won't pick up any more turn undead/sneak attack/mighty blow type abilities than a character who doesn't.
And then there's the concept of edges. Edges represent the advantage that high experience characters have over low experience ones. Each time you reach a level where a new edge is gained, you have to make a choice between warrior, mystic, or expert edge. A warrior edge gives your skilled weapon attacks another die of damage. A mystic edge increases your magical power capacity. An expert edge increases your skill checks. Some class features also improve based on the number of edges you have of the right type. Because you have to choose which area to advance in, a character who is split among different character concepts will either lag behind a more dedicated one or can choose their character's focus.
For instance, a character who stays Archer/Ranger throughout their career will be more archer if they pick warrior edge every time and more ranger if they pick expert edge every time.
I've currently got six of D&D's recent core classes drafted as character class pairs:
Fighter: Fighter (frontline combat) and Veteran (survivability and generic adventuring skills)
Rogue: Rogue (sly combat trickster) and Thief (infiltration and criminal skills)
Ranger: Archer (ranged combat) and Ranger (superior senses and survival/exploration skills)
Cleric: Cleric (celestial channeling spells/servant of the gods) and Healer (supernatural healing powers)
Wizard: Wizard (arcane channeling spells) and Mystic Scholar (spell repertoire tied to a book)
Sorcerer: Sorcerer (innate arcane spells) and Dragonblood (physical and mystical power born of draconic heritage or empowerment)
Note that some of the character classes have either a more specific schtick or a dual-headed one. Expert classes (veteran, thief, ranger) are particularly likely to have a dual focus, because they tend to have an "adventure-portable specialty" and a "professional" one. The fact that a ranger can find their way across a trackless wilderness while feeding their allies and hiding all signs of their passage is an important part of what a ranger is, but it's not something that helps in the dismal dungeons of dank despair the way that spotting traps and noticing ambushes does.
While the classes above are designed to be paired together to replicate D&D classes, they can be used together in any combination. You can make a cleric/fighter to make more of the classic warrior priest. You can combine fighter and rogue to make more of a brute force rogue. You can make a fighter/thief to make a criminal who dispenses with subtlety in combat. You can combine mystic scholar and cleric (the mystic scholar's abilities aren't defined around one type of magic) to be a cleric with a wider repertoire of spells). You can combine ranger with rogue or fighter to make a ranger with a different fighting style than long-ranged combat. You can combine dragonblood and fighter to make a character who channels their draconic potential towards more physical ends. You can combine mystic scholar and ranger to make a cerebral character who operates on intellect and observation, or thief and ranger to make a detective.
The manual also explicitly points out that you can combine "veteran" with anything if you don't want to add a second set of complicated abilities or dilute your character concept beyond "adventuring ____________".
These twelve classes are meant to stand as a proof of concept and baseline testing version, but think about the combinations possible when the other recent and traditional D&D core classes are added in with their own combos. And then other specialties and sub-classes represented as a character class (Alchemist, Necromancer, et cetera), and more "generics" like veteran.
While it came at it from a different direction, the final result is looking to be something very much like a hybrid between A Wilder World and Dungeons & Dragons.